Gammon game and method of play

ABSTRACT

An improved gammon game and method of play using unique game pieces is envisioned. The addition of unique playing pieces which are adapted to be used by players to designate movements throughout a game with rules similar to that of historic Takhteh complicates and makes for a more challenging and mentally stimulating gaming experience. Players both young and old will have their mental agility tested by the new rules created specifically for the improved gammon game and method of play.

CROSS-REFERENCE TO RELATED APPLICATIONS

None

BACKGROUND

The following is a tabulation of some prior art that presently appears relevant:

U.S. Patents Patent Number Kind Code Issue Date Patentee 4,431,194 A Feb. 14, 1984 Lapadura 5,467,995 A Nov. 21, 1995 Miller 6,062,562 A May 16, 2000 Pardee 6,543,768 B1 Apr. 8, 2003 Kuzel

U.S. Patent Application Publications Publication Number Kind Code Publ. Date Applicant 2010/0320690 A1 Dec. 23, 2010 Pollack

FOREIGN PATENT DOCUMENT

None found

NONPATENT LITERATURE DOCUMENTS

None found

NOTICE OF COPYRIGHT AND TRADE DRESS

A portion of the disclosure of this patent document contains material which is subject to copyright protection. This patent document may show and/or describe matter which is or may become trade dress of the owner. The copyright and trade dress owner has no objection to the facsimile reproduction by any one of the patent disclosure as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright and trade dress rights whatsoever.

DISCUSSION OF THE RELATED ART

Backgammon is a centuries old game of strategy two opponents roll dice on individual turns and move marker around a board while trying to be the first to bare all of their own markers off the board. There are no less than sixty-five variants of the game of backgammon. The version most commonly played in the United States is typically referred to as Western Backgammon.

Western Backgammon is played on a board consisting of twenty-four narrow triangles called points. The board is divided into four quadrants each player's “home” and “outer” boards; a player's “home board” is the quadrant to any given player's right while their opponents “outer board” is the quadrant to that players left. The boards are separated by a ridge down the center called the bar. The point furthest away from a player is their twenty-four-point and it is also their opponent's number-one-point.

At the start of the game each player has fifteen markers. All of a player's markers are one color which is different from the opponents. The first player's markers are positioned as follows: Two on the twenty-four-point, five on his thirteen-point, three on the eight-point, and five on the six-point. One player's marker arrangement is a mirror image of their opponents.

A doubling cube with the numerals two, four, eight, sixteen, thirty-two and sixty-four is used to raise the stakes of the game. It is not rolled like the two cubed dice but is used as a marker denoting the stakes of the game.

Each player rolls two cubed dice with numbers or pips indicating the number one through six. The player then moves their men around the board towards their “home” according to the numbers rolled. The object of the game is to be the first to get all your markers into your “home board” and then bare them off before your opponent does.

As the markers move around the board, they may encounter and opposing maker. If that marker is alone on a point it is called a blot. If a blot is landed on by an opposing marker it is said to be “hit” and is sent to the bar. Any time a player has one or more hit markers on the bar, their first obligation is to enter those markers into the opposing “home board”. The marker may be entered by moving it to an open point, which is not occupied by two or more opposing markers, corresponding to one of the numbers on the rolled dice.

Once the game is over meaning one player has borne off all of their markers, the losers gets the value shown on the doubling cube (which is one if there have been no doubles) as long as they have borne off at least one marker. If the loser has not borne of any markers, they are said to have been gammoned and lose twice the number on the doubling cube. Finally, if that player has not borne off any markers and still has a marker on the bar, they are said to be “backgammoned.” When this happens, the loser gets three times the value of the doubling cube.

One very popular version of backgammon is known commonly as Takhteh. This embodiment of the game originated in the Middle East and shares many of the same rules and game pieces as Western backgammon. The initial setup and the way the markers are moved around the board are identical. However, there are a few key differences between Takhteh and Western backgammon. These difference include:

-   -   there is no doubling and hence no doubling cube in Takhteh;     -   the winner of the opening roll rerolls for his first move;     -   “hit-and-runs” are not permitted in a player's home board;     -   a player may not waste pips during bear-off unless they have no         other possible move;     -   the winning player is given one point for a standard win and two         points for a gammon; and     -   there is no backgammon in Takhteh.

An improved gammon game which would increase the number of possible moves is a desirable tool for making Takhteh more entertaining and intellectually stimulating.

Even though several types of improved backgammon-like games have been proposed, all of the games and methods of play heretofore known suffer from a number of disadvantages:

-   -   (a) virtually no changes have been proposed to the most comes         versions of gammon since the introduction of the doubling cube;     -   (b) the known gammon games suffer from being overly familiar to         many players;     -   (c) in the known gammon games a player cannot be prevented from         moving their markers by rolling an empty set;     -   (d) the known gammon games don't make it possible for a player         to choose what number, if any, they want to roll; and     -   (e) the known gammon games use six-sided cube dice marked with         numbers one through six making it so that there are only thirty         six possible outcomes on any give roll of the dice

Therefore, there is a need for an improved gammon game and method of play which allows for a more interesting and thought-provoking player experience. Such a game would utilize a unique type of die with markings which have never before been seen in Takhteh or backgammon. The present invention effectuates these needs.

SUMMARY

In accordance with one embodiment, an improved gammon game and method of play which utilizes eight-side dice is envisioned. In one embodiment, said eight-sided dice may be in the shape of an octahedron. One embodiment of the eight-side die, each of the first seven dice faces will contain one of the numbers zero through six. The remaining side of the dice will be the joker side.

Adding a zero to the dice generates a possibility that any given player may be prevented form moving on a given roll. This will be the case when that player rolls the empty set zero. Adding a joker to the dices generates the possibility that given player may be allowed to choose exactly where they want to move a marker. An improved gammon game and corresponding method of play will reduce the impact of luck on the game of Takhteh and increase the need for strategy and well thought out play.

It is envisioned that in one embodiment the eight-sided dice, Arabic numerals will be used for the numbers zero through six. However, it is further envisioned that the numbers on the dice may be indicated in a variety of different ways. By way of example, dots, pips, or Roman numerals are all similarly effective ways of differentiating numbers zero through six. In the embodiments using dots, pips, or roman numerals the number zero may be differentiated by leaving that side of the dice face blank.

In one embodiment of the eight-sided dice, the joker-side of the dice may be marked with the image of a joker. In a further embodiment of the eight-sided dice, the joker-side of each die may be marked with the word “joker.”

In one embodiment of the improved gammon game, the aforementioned dice will comprise one of the components of the gaming apparatus. The remaining components include a backgammon board consisting of twenty-four narrow triangles called points. The board is divided into four quadrants with each player having an “inner table” and an “outer table.”

The first players “inner table” or “home” is demarcated by the first six points. Points are numbered in order from one to twenty four beginning with the point furthest to the first player's right and then counting counter-clockwise around the board. The first player's “outer board” is demarcated by the points thirteen through eighteen. The opponent or second player's home board is demarcated by the points nineteen through twenty-four while their “outer board” consist of the quadrant containing points seven through twelve.

The addition of unique playing pieces which are adapted to be used by players to designate movements throughout a game with rules similar to that of historic Takhteh complicates and makes for a more challenging and mentally stimulating gaming experience. Players both young and old will have their mental agility tested by the new rules created specifically for the improved gammon game and method of play.

The inventors further envision that, in one embodiment of an improved gammon game and method of play, no physical board, dice, or marker shall be required. In this embodiment, the game may be played in an electronic format through the use of a computer and computer software. In this embodiment, the software will mimic the use of physical components of the apparatus by presenting players with a virtual backgammon board, eight-sided dice, and markers on their computer screens. Nevertheless, in this embodiment, the same rules of the improved backgammon game will apply.

The inventors envision that, in another embodiment of the electronic version of the improved backgammon game, players need not be in the same room to compete against one another. Through the use of an interne-enabled computer, players may be networked together and challenge one another even though they are located great distances apart from one another.

Advantages

Thus several advantages of one or more aspects are to provide:

-   -   (a) a gammon game with a unique set of rules and playing pieces;     -   (b) a gammon game which substantially increases the number of         landing possibilities;     -   (c) a gammon game which substantially increases the number of         playing possibilities beyond landing possibilities by         introducing a joker which, when landed on, can be played as any         number zero through six;     -   (d) a gammon game where the strategy is extremely difficult to         master for new and experienced players;     -   (e) a gammon game which utilizes dice with unusual indicia and         more numbers to further stimulate the mental processes of the         gammon players;     -   (f) a gammon game that provides its players a new gaming         experience which can be enjoyed by both children and adults;     -   (g) a game which combines social interaction for players while         challenging their mental processes; and     -   (h) a gammon game that address the needs of players tried with         the familiarity of traditional backgammon.

These and other advantages of one or more aspects will become apparent from consideration of the ensuing description and accompanying drawings. Although the description above contains many specificities, these should not be construed as limiting the scope of the embodiments but as merely providing illustrations of some of several embodiments. For example, the dice may be constructed from plastic in one embodiment and with porcelain or other suitable material for playing dice in another. Thus the scope of the embodiments should be determined by the claims that are appended and their legal equivalents, rather than by the examples given.

The description of the invention which follows, together with the accompanying drawings should not be construed as limiting the invention to the example shown and described, because those skilled in the art to which this invention pertains will be able to devise other forms thereof within the ambit of the appended claims.

DESCRIPTION OF THE DRAWINGS

Figures

FIG. 1 shows the markings on all eight sides of the unique joker die;

FIG. 2 (a through h) are isometric views of the unique octahedron dice;

FIG. 3 is a plan view of the initial backgammon and Takhteh setup;

FIG. 4 (a through c) shows some of the different ways a player may move should they role a zero on one die and a joker on the other; and

FIG. 5 illustrates that when a player roles two zeros, they may not move at all.

Reference Numerals 10 joker dice 12 backgammon board 14 marker 16 bar

DETAILED DESCRIPTION

Illustrative embodiments of the invention are described below. The following explanation provides specific details for a thorough understanding of an enabling description for these embodiments. One skilled in the art will understand that the invention may be practiced without such details. In other instances, well-known structures and functions have not been shown or described in detail to avoid unnecessarily obscuring the description of the embodiments.

One embodiment of an improved gammon game is shown as set-up in FIG. 3. FIG. 3 illustrates the initial positions of all the markers 14 on the backgammon board 12 at the start of a game of backgammon or Takhteh. The “home” board and the “outer” boards are separated from one another by the bar 16. The first players “inner table” or “home” is demarcated by the first six points. Points are numbered in order from one to twenty four beginning with the point furthest to the first player's right and then counting counter-clockwise around the board. The first player's “outer board” is demarcated by the points thirteen through eighteen. The opponent or second player's home board is demarcated by the points nineteen through twenty-four while their “outer board” consist of the quadrant containing points seven through twelve.

FIG. 3 also illustrates the direction in which both the light and dark colored markers move throughout the game; counterclockwise around the backgammon board 12 for the bright markers and clockwise for the dark markers.

The introduction of the new eight-sided joker 10 dice creates a plurality of potential dice landing position. FIG. 1 and FIG. 2 are exemplary of the octahedron embodiment of the eight-sided joker dice 10. The unfolded joker die 10 in FIG. 1 and the isometric views of a joker die 10 in FIG. 2 illustrate where the joker indicia and zero may be located with respect to traditional six-sided dice markings (one through six). The sixty-four potential landing positions are illustrated as follows:

The introduction of the eight-sided dice 10 with a joker on at least one side greatly impacts the probabilities of a player rolling different dice positions. Not only is there a significant difference in the number of landing possibilities, because the dice have more sides, there is also an increased difference in the number of playing possibilities because one of the sides (i.e. the joker) may be played as any one of the other seven sides (i.e. zero through six).

By way of example, if there were no jokers and you were to roll two dice, there would exist two possible ways of rolling a two and a one. You could roll a two on the first die and a one on the second; or you could roll a one on the first and a two on the second. However, by introducing the joker onto one side of each die, the number of ways a two and a one can be rolled goes up to seven. The following is a list of ways a given player can roll a two and a one:

-   -   two on the first die and one on the second;     -   one on the first die and two on the second;     -   two on the first die and a joker on the second that is played as         a one;     -   one on the first die and a joker on the second that is played as         a two;     -   joker on the first die that is played as a two and one on the         second die;     -   joker on the first die that is played as a one and two on the         second die; and     -   jokers on both dice, one of which is played as a two and the         other played as a one.

Similarly, the introduction of a joker onto one face of a die, significantly effects the probability of rolling double. By way of example, there is only one possible way of rolling a pair of sixes using a traditional pair of dice. However, if one of the faces is replaced with a joker, there are four possible ways of rolling double sixes:

-   -   six on the first die and six on the second;     -   joker on the first die which is played as a six and six on the         second;     -   six on the first die and joker on the second which is played as         a six; and     -   and jokers on both dice, both of which are played as a six

By introducing such a wide array of possibilities, both the strategy and concentration required to be successful at the improved gammon game have been substantially impacted over traditional gammon games that lack a joker dice. The dramatic difference in probabilities between playing with traditional six-sided dice (numbered one through six) and an eight-sided joker dice 10 with a zero and a single joker is illustrated in the following chart:

Number Dice Landing with Landing with Playing with of plays Position 6 sided dice 8 sided dice 8 sided dice  1 0 0 — 1/64 = 1.5% 4/64 = 6.2% 2, 3 0 1 1 0 — 2/64 = 3.1% 7/64 = 10.9% 4, 5 0 2 2 0 — 2/64 = 3.1% 7/64 = 10.9% 6, 7 0 3 3 0 — 2/64 = 3.1% 7/64 = 10.9% 8, 9 0 4 4 0 — 2/64 = 3.1% 7/64 = 10.9% 10, 11 0 5 5 0 — 2/64 = 3.1% 7/64 = 10.9% 12, 13 0 6 6 0 — 2/64 = 3.1% 7/64 = 10.9% 14, 15 0 J J 0 — 2/64 = 3.1% 3/64 = 4.6% 16 1 1 1/36 = 2.7% 1/64 = 1.5% 4/64 = 6.2% 17, 18 1 2 2 1 2/36 = 5.5% 2/64 = 3.1% 7/64 = 10.9% 19, 20 1 3 3 1 2/36 = 5.5% 2/64 = 3.1% 7/64 = 10.9% 21, 22 1 4 4 1 2/36 = 5.5% 2/64 = 3.1% 7/64 = 10.9% 23, 24 1 5 5 1 2/36 = 5.5% 2/64 = 3.1% 7/64 = 10.9% 25, 26 1 6 6 1 2/36 = 5.5% 2/64 = 3.1% 7/64 = 10.9% 27, 28 1 J J 1 — 2/64 = 3.1% 3/64 = 4.6% 29 2 2 1/36 = 2.7% 1/64 = 1.5% 4/64 = 6.2% 30, 31 2 3 3 2 2/36 = 5.5% 2/64 = 3.1% 7/64 = 10.9% 32, 33 2 4 4 2 2/36 = 5.5% 2/64 = 3.1% 7/64 = 10.9% 34, 35 2 5 5 2 2/36 = 5.5% 2/64 = 3.1% 7/64 = 10.9% 36, 37 2 6 6 2 2/36 = 5.5% 2/64 = 3.1% 7/64 = 10.9% 38, 39 2 J J 2 — 2/64 = 3.1% 3/64 = 4.6% 40 3 3 1/36 = 2.7% 1/64 = 1.5% 4/64 = 6.2% 41, 42 3 4 4 3 2/36 = 5.5%

 = 3.1% 7/64 = 10.9% 43, 44 3 5 5 3 2/36 = 5.5%

 = 3.1% 7/64 = 10.9% 45, 46 3 6 6 3 2/36 = 5.5%

 = 3.1% 7/64 = 10.9% 47, 48 3 J J 3 —

 = 3.1% 7/64 = 10.9% 49 4 4 1/36 = 2.7%

4/64 = 6.3% 50, 51 4 5 5 4 2/36 = 5.5%

 = 3.1% 7/64 = 10.9% 52, 53 4 6 6 4 2/36 = 5.5%

 = 3.1% 7/64 = 10.9% 54, 55 4 J J 4 —

 = 3.1% 3/64 = 4.6% 56 5 5 1/36 = 2.7%

 = 1.5% 4/64 = 6.2% 57, 58 5 6 6 5 2/36 = 5.5%

 = 3.1% 7/64 = 10.3% 59, 60 5 J J 5 —

 = 3.1% 3/64 = 4.6% 61 6 6 1/36 = 2.7%

 = 1.5% 4/64 = 6.3% 62, 63 6 J J 6 —

 = 3.1% 3/64 = 4.6% 64 J J —

1/64 = 1.5% 36/36 = 1 64/64 = 1 197/64 = 3.07 100% 100% 307%

indicates data missing or illegible when filed

The inventors envision a variety of ways in which the joker can be introduced into dice games and do not limit the scope to the eight-sided joker dice embodiment discussed herein by way of example. For instance, the inventors further envision the introduction of the joker onto a traditional six-sided die with indicia for the numbers one through six. In this embodiment of the joker dice, one of the six numbers on the traditional dice may be replaced with a joker.

Moreover, the inventors also envision that, in other embodiments, the joker-dice may be introduced into other games which use dice with similar consequences on landing and playing probabilities as illustrated in the chart above. For example, a joker may be introduced onto one of the sides of the dice in a well-known dice game such as craps. Just as with backgammon or Takhteh, this will have a significant effect on the landing and playing probabilities which can change the way individuals play this as well as a wide variety of other well known games requiring dice. In other words, the inventors envision uses of joker dice which go beyond gammon games and which are not limited to just eight-sided dice.

FIG. 3 is exemplary of the initial backgammon and Takhteh setup. The points in FIG. 3 are labeled according to the bright players point of view for the purpose of illustration. Therefore, the player with the dark markers would have opposite numbers. The first set of markers are placed as follows: Two on the twenty-four-point,' five on the brighter marker player's thirteen-point, three on the eight-point, and five on the six-point. One player's marker arrangement is a minor image of their opponents.

Game play proceeds in manner similar to Takhteh with several modifications to help deal with the introduction of the eight-sided joker dice 10. Just like in western backgammon and Takhteh, the object of the game is to move your markers according to the numbers shown on the dice after they have been thrown. The players always move their markers forward to a lower numbered point. Each player's first objective is to get all of their markers into their “home” board. Once they have done this, they can begin bearing off individual markers. The first player to bear off all of their markers is victorious.

While a player is trying to get their markers into the their home board they risk having their marker sent to the bar 16 by their opponent. A point on which any given player only has one marker is referred to as a blot. If your opponent lands on one of your blots, your blot marker is said to be hit. A hit parker is placed on the bar 16 and your opponent replaces your marker with their own.

Any time a player has one or more hit markers on the bar 16, their first obligation is to enter those markers into the opposing “home board”. The marker may be entered by moving it to an open point, which is not occupied by two or more opposing markers, corresponding to one of the numbers on the rolled dice.

A player who rolls doubles, plays the numbers shown on the dice twice. By way of illustration, if a player rolls a two and a two, that player is allowed to use four two's and they are allowed to move any legal combination of markers to complete this requirement.

As long as it is legally possible, a player must use all of the numbers of a roll to move their markers around the board. When only one number can be played, the player must play that number. If either number rolled can be played but not both, then the player must choose the larger of the two numbers. Finally, when doubles have been rolled and cannot all be legally played, then the player must play as many numbers as they can.

FIG. 4 illustrates some of the differences between Takhteh and the improved gammon game. All of the markers except for one have been removed for the sake of clarity. In FIG. 4, the player with the bright colored markers has rolled a joker on one die and a zero on the other; a roll that would be impossible in western backgammon or Takhteh. The zero does not provide the player with any options and without another number, that player would not be allowed to move. However, because the player has rolled a joker along with the zero, they are allowed to select any of the other numbers on the dice 10 to play as the joker.

As illustrated in FIG. 4A, a player who has rolled a joker and a zero my move their marker six spaces from the twenty-four point to the eighteen point. In FIG. 4B they have chosen to move their marker two spaces, and in FIG. 4C that player has elected to play the joker as a one. That same player may even choose to play the joker as another zero and not move at all.

If a player rolls two zero's then they are not allowed to move at all. They effectively lose a turn. This is illustrated in FIG. 5 with all but two markers removed for the purpose of illustration. In western backgammon or Takhteh, the possibility of losing a turn based on the numbers you roll does not exist except in rare circumstances. The only time a player may not move at all, in the aforementioned gammon games, is when the player rolls the dice and there are no legal moves possible.

Finally, in the event that the improved gammon player rolls two jokers, they are allowed to play any of the numbers on the joker dice 10 that they choose. Moreover, if they choose two of the same number, the doubling rules still apply. In other words, and by way of example, if the player chooses two fives, they would be allowed to move four fives just as they would had they actually rolled a pair of fives.

CONCLUSIONS, RAMIFICATIONS, AND SCOPE

While a particular form of the invention has been illustrated and described, it will be apparent that various modifications can be made without departing from the spirit and scope of the invention. For example, the markers are illustrated as being bright and dark in the drawings even though the inventors contemplate the possibility that the sets of markers may both be dark but with different colors. Accordingly, is not intended that the invention be limited, except as by the appended claims.

The teachings provided herein can be applied to other systems, not necessarily the system described herein. The elements and acts of the various embodiments described above can be combined to provide further embodiments. All of the above patents and applications and other references, including any that may be listed in accompanying filing papers, are incorporated herein by reference. Aspects of the invention can be modified, if necessary, to employ the systems, functions, and concepts of the various references described above to provide yet further embodiments of the invention.

Particular terminology used when describing certain features or aspects of the invention should not be taken to imply that the terminology is being refined herein to be restricted to any specific characteristics, features, or aspects of the improved gammon game and method of play with which that terminology is associated. In general, the terms used in the following claims should not be constructed to limit the improved gammon game and method of play to the specific embodiments disclosed in the specification, unless the above Detailed Description section explicitly define such terms. Accordingly, the actual scope encompasses not only the disclosed embodiments, but also all equivalent ways of practicing or implementing the disclosed game and method of play. The above detailed description of embodiments of the improved gammon game and method of play is not intended to be exhaustive or limited to the precise form disclosed above or to a particular field of usage. While specific embodiments of, and examples for, the game and method of play are described above for illustrative purposes, various equivalent modifications are possible which those skilled in the relevant art will recognize.

While certain aspects of the improved gammon game and method of play are presented below in particular claim forms, the inventors contemplate the various aspects of the improved gammon game and method of play in any number of claim forms. Accordingly, the inventors reserve the right to add additional claims after filing the application to pursue such additional claim forms for other aspects of the improved gammon game and method of play. 

1. An improved Takhteh game comprising a backgammon board; and a first die having eight dice faces each said face having indicia representing one of the seven digits zero through six or a joker thereon; a second die having eight dice faces; and said first dice being identical to said second die.
 2. The game of claim 1 wherein both first and second said eight-sided dice are in the shape of an octahedron.
 3. A set of dice for use with an improved version of the game of Takhteh, said set of dice comprising: an identical set of dice having eight faces each; each of the first seven of said faces having indicia representing one of seven digits zero through six thereon; and the remaining face to have indicia representing a joker which when landed on after a role of the dice may be played as any one of said seven digits located on said dice.
 4. The set of dice of claim 3 wherein said dice are in the shape of an octahedron.
 5. A method of playing a game on a substrate having a matrix, twenty four landing points, a bar zone, a first set of markers, and a second set of markers, and a set of two eight-sided dice with indicia representing the numbers zero through six and a joker thereon each die, comprising the steps of: (a) placing said first set of markers on predetermined points; (b) placing said second set of markers on predetermined points; (c) initiating the game by choosing a first player; (d) rolling said octahedron dice; (e) moving a respective first or second marker along a path a number of zones corresponding to at least the numbers on one of said dice if there is a number on the dice or, alternatively, not moving or exercising a joker option to replace the joker with any of the other numbers on the eight-sided die if a player roles a joker.
 6. The method of claim 5 further including the step allowing each player one or more turns.
 7. The method of claim 5 further comprising the step of continuing the game between any successful player and a third challenger.
 8. The method of claim 5 further comprising the step of continuing the game including any players who have not challenged the particular play but who have not been defeated by that particular player.
 9. The method of claim 5 wherein said eight side dice are in the shape of an octahedron. 